Since the launch of Void Destroyer - I've been busy working on Void Destroyer 2. Part 2 will be a "open world" "sandbox" game. A bit like Privateer, a bit like Freelancer, a bit like the X games, etc - the stuff of dreams for space sim fans - I hope!

Still a combo of space sim and RTS. However this time focusing more on the "smaller" aspect of piloting a ship - initially - until the player gets a fleet. I've learned this lesson to smooth the learning curve via the first game's release.

Been keeping it under wraps as I decided to change the art style, and its been a bit of a rocky road getting it presentable. Now I'm ready to show it off!

Here's the first trailer:
[youtube]DDbUKgadJ4M[/youtube]

Here's a video "explainer" of the game in its current state:
[youtube]gyMLaMSZFoc[/youtube]

Again I've launched a Kickstarter to help fund the project - though this time - I'm very luckily - able to self fund to some degree thanks to Steam sales of the original game.

If you are into the Kickstarter type thing - check it out:

(if you are curious about the art style - I'm going to do a KS update talking about it - and the process to create it - so I'll probably update this post with it - soon afterwards).

Or you can check out the Coming Soon Page on Steam (the game was pre-approved thanks to being a sequel):

Cool that you're continuing with the genre after finishing a first game - few people even get that far.

I like the teaser, and I really like how it turns from an RPG into more of an RPG/RTS mix. Of course the video doesn't tell much, but it looks like you're managing to get a smooth transition from the first to the latter.
Well done, looking forward to more!

The sandbox is very basic - but the great thing is that adding onto an existing code base is very easy. Plus there's a strong combat engine from the first game

We've (me and contract artist) have been focused mostly on assets for the new art style. Glad that people generally like it - so we can proceed down the direction and hopefully improve it as much as we can.